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What would be a nice extra is to have an overview of all the starting cards per hero like this: https://victoryconditions.com/mage-knight-heroes-and-their-abilities/
It would help with strategy if you could easily see what your starting deck consists of to determine the direction of your strategy (like with the skill overview of the dummy player/Volkare). This could be as simple as another pdf next to the others.
It's been so long since I started Mage Knight, that I've forgotten not knowing the heroes like the back of my hand. I'll happily add anyone's PDF or image showing useful info but I'm not focused on creating one at the moment (never say never). I started writing this mod to help me really learn Mage Knight, perhaps if you wrote a heroes document it can help you really learn the heroes?
Two possible ways to implement as far as I see:
1. Forced: the Claim buttons are not working for the other advanced actions in the offer
2. As a reminder notification. Like there is already right now when you claim a Unit that you normaly wouldn't be allowed to claim if you are not at the matching site.
I developed this mod with solo play in mind, so may have railroaded the code a bit too far along those lines to be able to implement this easily. You can still start playing your current turn ahead of the player claiming rewards, and the interface should update when it get's flicked over to you (it updates quiet regularly). Either way, I've added it to my list.
When we have the opportunity to select a card (artefact, spell, advance action), do you think if it's possible to have something like this (like in magic arena )
https://media.wizards.com/2021/images/daily/2dfdjwyfsy.jpg
I don't know if it is something what you would consider to implement, but "chess hour" would be really good addition to the game. We always play with a timer because at the end a turn can take 10+ mins if we don't pay attention.
The maze Labyrinth can only be used once by each player. When they USE it, then they decide how much movement to spend on it determining the level of treasure you can find.
The last line on the Maze Card:-
"Partialy Conquered: Another Player may enter the maze but will have to choose another path. No Player may successfully conquer the same maze twice, and and each path may be conquered only once."
Play it how you like, but the mod is trying to follow the rules. You'll need to draw manually if you disagree. or convince me I read that wrong :-)
You are absolutely right. "I was playing all wrong!" Thank you for the clarification.
:D
I realized not all scenarios are scripted. Not sure it was just a problem with my client. We were playing with the Conquer and Hold and a lot of thing was missing. Like:
- Reputation loss was calculated on every assault
- Only one token was drawn the second day on an assault
- No Gold or Black mana was given for the captured Mage Towers
- When another player wanted to assault an already captured keep/tower tokes needed to draw manually and sometimes the shield token was not switched the the new player's token after a successful assault.
- Hand limit was miss calculated owning 5 keeps and standing next to the city. +1 was calculated from the city what should not count.
- So on...
Sorry if it is not your intention to script every scenario. I started your mod with the Druids Night and that is so well scripted and I got spoiled... :D
We really pay attention to the rules but it is so easy to miss to pick a unit first... So what if when you challenge these enemies the token arrive to your play area face down with a text. Select a unit you want to bring to the fight, or something similar. So you have to flip it for yourself but still, a good reminder. That would be a really nice addition to the mod.
From the rules:
"Players choose their Tactics in the order determined by the
Round Order tokens, which were randomly sorted during setup."
With the mod for the firs day the cards are face up and we have to choose. Now we randomize which card the first player has to choose with rolling a die for everybody.
I wonder if the tactic card should be dealt randomly as part of the setup, or if there was an option to do that. To either pick (as a house rule) or dealt randomly.
Conquer and Hold was included so people like you could report the problems for me. Till now no one complained so I thought it was working with all the systems. I'll definitely look into it. All scenarios should be working with the existing systems.
I added the 1 unit reminder to the monster token, but you are correct it only shows up once the token is face up which is too late. I'll see if I can keep it face down in those cases, and add the reminder icon to the back side as well.
I'm not sure I fully understand your tactic card variant. You want to start the game with a randomly drawn tactic card to determine the turn order? Are you stuck with tactic card for the first round? or are the cards placed back and normal tactic selection is made? The turn order tokens can be moved around if you want to change the order of the players.